Showing posts with label Terminal Space. Show all posts
Showing posts with label Terminal Space. Show all posts

Monday, April 25, 2011

Pluton Zone II - Dresh pt. 1

Featuring:
The Adventurer Stowaway
The Scientist-Nephew
The Smuggler Drax Corlu

The Fulsome Sow drops out of warp at the edge of the Dresh system. Drax Corlu consults the charts for the Dresh system in the Sow's navigation portfolio; he finds a colorful page torn from a children's book. The ship spends several days manuevering to use it's magnetic scoop to collect hydrogen from the atmosphere of a gas giant and makes way to the orange desert world of Dresh.

Dresh is a massive planet consisting of the lighter rocky elements; although it has twice the circumference of Terra it has the same gravity. It rotates at twice the speed of Terra resulting in days that are roughly Terran-standard in length.

Inversely Dresh is orbited by an ultra-dense moonlet at an extremely low altitude, thusly orbiting at an extremely rapid rate that is also rotating opposite to the rotation of the planet.

The result of these extreme orbital and tidal forces on the light-element desert world of Dresh is that there is an equatorial band of extremely light and fine sand and micro-dust that has virtually semi-liquid properties, functioning as a massive straight-running river-sea of sand circumnavigating the planet. This is visible from orbit as a pale orange, featurless blur bisecting the globe.

The Sow is hailed from an unspecified source seeking mercenaries; when the party informs the speaker that they are merchants the comm line is dropped.

The Sow lands at the rocket field of Iubbu the Slug's Palace; the domain of a Slug-Person Crime Lord. They investigate Iubbu's court, where various factions of the planet meet to sip stale beer and water and attempt negociation. In front of a stained red velvet curtain, smoking a hookah upon a pile of greasy huge cushions is a small-bus sized gray slimy Slug with man-like arms, Iubbu.

At one table, in contrast to the harshly puritan garb of the majority, are several sun-bleached long-haired and beared men in brightly dyed stillsuits and robes, Sand Surfers. At another table several workmen in blood stained work clothes bearing pole-glaives and skinning hooks are glaring at the Sand Surfers. The party inroduces themselves to the Sand Surfers, who are brimming with brotherly love and righteous spirit and are seeking principled mercenaries to plie their trade in the defense of the innocent.

The party excuse themselves pleading a lack of qualification and return to their table. They see Iubbu confering with a pop-eyed hairless pale man in a purple robe who scurries over and informs the party that Iubbu is seeking someone to discretely return some lost property.

A pleasure automation of his escaped in the morning and fled into to rocky hills northeast of the port; the party would be provided with a high speed flit car, and upon the safe return of the unharmed pleasure automation they would recieve a reward of 2,000 Terces. The party agrees, picks up the flit car, and skims into the hills.

Several hours are spend skimming aroung and over the rocky hills before a fleeing pale pink figure is seen in a valley below; the Adventurer, who was a chauffer for Amazon-Matriarchs upon his homeworld, skims the flit cars down into the valley where they can see its pink, woman-like body with flexible silver fittings. The Smuggler repeatedly attempts ESP contact to ensure that it is a robot and not a living being and than the Adventurer attempts to turn and stop the vehicle in front of the fleeing robot.

The high-speed flit cars strikes a rock with its undercarriage while the vehicle is rapidly turning and braking and the flit car loses control, spinning and tumbling over the rocky ground, sending its passengers flying, and shattering the front-end bubble canopy.

Fortunately the party only has minor bumps and scrapes and quickly get to their feet. They see the robot running away and the adventurer runs after it,bringing it down with a tangle grenade. The robot, entangled in restraint bands, is babbling about how cruel Iubbu implants robots with pain circuits and tear ducts and tortures them for his amusement and for sale to "The Weepers"; the Adventurer has some experience with robot technology and immediately turns it off.

At this point a pattering is heard, rapidly getting louder to thunderous proportions, and a herd of one or two hundred cow-sized brown, long-necked, three-eyed, honking animals with moose-like snouts and six flea-like legs come scampering and bounding over the rise of the hill above them, with their dented flit car between the animals and the party.

The Smuggler Drax Corlu attempts to use his yogic flight abilities while The Adventurer-Stowaway and the Scientist-Nephew drop the robot and begin madly dashing across the rock-strew valley.

Panting, they glance over their shoulders to see scores of bounding, hooting borwn forms sweep across the flit-car, elicting loud banging sounds, sweep across the prone robot, and sweep across the attempting-to-fly Smuggler who dissapears into the furry mass.

The Acientist-Nephew throws a nerve gas grenade into thebounding mass while the Adventurer-Stowaway fires blasts into the mass from his energy weapon; the herd panics and begins bounding in away from the party and the valley.

The smashed scattered remnants of the flit-car and pleasure robot are revealed; the Smuggler is mildly trampled but intact. The Adventurer-Stowaway gathers up the contragravity core of the flit-car, the face of the pleasure robot, and the head of one of the slaughtered beasts, and the party begins tramping back to the space port.

Twelve hours later, exhausted, they stramp down the ramp to Iubbu's subterranean court; fortunately he is not present and they are greeted by his purple-robed major domo, who is horrified to hear of and see evidence of the destruction of both the flit-car and the pleasure robot. Fortunately he believes their tale and informs the party that the "Hill Hoppers" are a hated pest on Dresh for their destructive bounding rampages.

The party than inquires about compensation for their efforts; the major domo simultaniously blanches and flushes and than whilst trembling with indignation informs the party how lucky they are that he is sympathetic to their misfortune with the Hill Hoppers and willing to diplomatically intercede on their behalf, as otherwise things would not bode well at all for the party:

"One time there was a smuggler that Iubbu comissioned to deliver a cargo; at no fault of his own, the smuggler was intercepted by a patrol and had to jettisson the Iubbu's cargo. The smuggler attempted to repay Iubbu, but could not keep up with the interest he was accruing; Iubbu hired bounty hunters to capture him and..."

At this point the Major Domo is striding towards the stained red curtains behind Iubbu dais of greasy cushions, and whips one aside revealing the white, porcelain-like perfect life-sized likeness of a screaming handsome space pilot with roguish aspect, arms upheld in horror.

"...had him marmelized and kept here to serve as both a trophy and a warning!"

Shaken, the party agrees that their inconvenience was inconsequential and returns to The Sow.

Thursday, April 7, 2011

Science Fiction Adventure/Module Reccomendations?

I don't care much about the system, and I believe that I'm looking for stuff reminsicent of Jack Vance (so I guess I'm looking for adventures about privileged jerks attempting some sort of complicated act of grasping, venal subterfuge?).

If there's one thing I've learned about using modules/adventures is that "simpler is smarter"; convoluted multi-page introductions tend to be a drag to process at the table, but if the adventue is good and the PDF is cheap enough I can make the time.

Fantasy/modern/historical/whatever adventure reccomendations that could make for reskinning into a decent sci-fi romp are welcome as well.

Wednesday, April 6, 2011

[Pluton Zone] The Rajash

Most inhabitants of the Pluton Zone would never have cause to encounter one of the Rajash in their lifespan; those that do almost always meet one of the Rajash serving as one of the Myrmidons of the Dominion of Greater Kras, elite commandos and guards that have served the nobles of House Jayaan for uncounted centuries. One of the clans of House Jayaan, Jayaan-Kherit, is actually composed of Rajash (the result of a series of tumultuous coups and juntas several hundred years ago) and the Baron of Kras, Taiphur Jayaan-Kherit, is Rajash. The signature weapon of the Rajash, and by extension the Myrmidons, is a bronze-handled falcatta, which serves as a weapon, survival tool and a symbol of the Rajash culture.

The Rajash have a warrior culture, they are reputed to be fearless and to always honour vows; little is known of their ways as they will not speak of it with non-Rajash, and their origon and homeworld are unknown.

The Rajash appear to be exceptionally tall, slender, brown skinned and black haired human males; they usually possess a wiry musculature and fine features. In actuality they are a hermaphroditic transhuman species (possessing both sets of generative organs) capable of fertilizing or being fertlizied by other Rajash with all of the attendant implications. All Rajash have two names (with attendant identities), their Warrior name and their Mother name. Usually a Rajash will use their Warrior name, but while pregnant or raising young the Rajash will use their Mother name and live a completely different lifestyle than that of a Warrior.

Saturday, March 19, 2011

Pluton Zone Miscellany - The Karcery Institut

Karcery Institut
Karcery is one of the few inhabited worlds of the Pluton Zone that is not part of it's general feudal society, instead operating as a strictly regimented organization, managed by KEAB Authority (Karcery Elder Advisory Board). Karcery is infamous for its Institut Troopers, squads of mercenary sorcerer-soldier fanatics, conditioned from birth to be unafraid of death and utterly loyal to the terms of their commissions. These commissions are tightly regulated by the KEAB Authority, which operates independently from the feudal lords of the Pluton Zone while still maintaining restraint with their commissions in order to avoid unduly destabilizing it's civilization. Institut Troopers wear black uniforms with discrete silver skull insignias; its is said that they are ritually married to a skeleton, and thus death itself, upon graduation from the KEAB Authority conditioning academies. Troopers are raised in military units from birth in these academies.

Friday, March 18, 2011

The Pluton Zone II

Concept: The Pluton Zone is a space sandbox designed to facilitate "Space D&D"; there are space- and planet- monsters, treasures and "dungeons," as well as a feudal frontier society and some vaguely-defined & Dune-inspired "space magic" to justify the occasional Space Sorcerer and Space Cleric. People fight with space swords due to both some vaguely Klingon/Barsoom-ian space warrior society traditions as well as practicalities involving space ship hulls and systems.

The Pluton Zone is humanocentric, the presumption being that aside from occasional Vancian "Inscrutable Indigenes" or extra-weird NPCs, the sentient population of the region is entirely human-based. Society is dominated primarily by aristocratic Houses that command the majority of Pluton Zone's military and mercantile assets; these Houses are led by sundry Lords, Barons, Archdukes, Princes and the like dependent upon the status of their House, their lineage, and their holdings. Those audacious enough to declare themselves Kings or Emperors have been set upon and destroyed by the rest of the Houses for both their temerity and the implicit threat to the liberty of these Houses by such aspirations. Many Houses have complex liege and vassal relationships with other Houses.

At one time in the past the society of the Pluton Zone was occupied by a staunchly middle class democratic capitalistic homogeneous society, but things collapsed a long time ago and callous space feudalism emerged.

Tourism from the more "civilized" core zones are a major industry for safer worlds; the tourists marvel at the quaint customs and barbaric splendor of many of the societies with many taking advantage of the looser legalities and flexible regard for human rights of these worlds.

Thursday, March 17, 2011

The Pluton Zone

The Pluton Zone is a sandbox setting for "Space D&Ds" that I'm toying with; the primary inspirations are space-feudalism, Jack Vance, Dune and Flash Gordon.  What follows are my rough initial notes; obviously the names need a lot more polish, and I haven't even touched upon the varied idiosyncratic space-aristocrats, The System Barons!


THE PLUTON ZONE

Located between the Esatern limb of the Feudal Sectors and the Arallu Void this region is suffused with dark gases and dust, the remnants of several systems destroyed in antediluvian aeons. Many of the stars are lurid purples or reds in hue. The initial Stellar Explorers who surveyed the Pluton Zone discovered several indigenous Human societies.

Primary Systems

ARASH - dim, small, white star.

ARASH-VUGL - large, metal-poor, cool, foggy, rainy, planet of dismal oily gray fens and bogs inhabited by oversize invertebrates. Their are rich deposits of petroleum in the muddy crust of of Arash-Vugl, House Akand operates drilling rig colonies.

EREBUS - trade hub, capital, where the system barons meet, neutral ground; local laws prohibit firearms, energy weapons and armor in common regions; sulphurous cloudy, windy, boulder ridden ochre and rust wastes; cold, dry; some mines.

KARCERY – prison world, produces soldier-sorcerer-fanatics

KOROS-ZON - ultraviolet desert; valuable minerals

KRAS – bloated, pale, dim yellow star

KRAS-MOLOKT - cold plateaus with foggy fungal hell jungle pits between

LABROS - amazons; steppes; shaggy titanic beasts

LYOTAN - dim ocean world; drifting vegetation mat-islands

PRIOTHERIA - endless scathing cold winds and broken red mountains; rubble

Saturday, February 12, 2011

Today's Print Shop PDF Digest-Sized Booklet Blowout

Top Row: My Miscellaneous Equipment Reference; LL Advanced Edition Companion; S&W City Encounters; S&W Eldritch Weirdness Compilation; BTBG Monsterless Manual; OSRIC Monsters of Myth; Kellri's AD&D Old School Encounter Reference

Bottom Row: Pas Fortuna Basic; LL Realms of Crawling Chaos; Kellri's GW Scavenger's Field Guide; Melan's Sword & Magic; Swords & Wizardry Complete; OD&D Terminal Space; Courtney Campbell's Treasure.

My next print shop digest-sized booklet blowout will probably involve The Esoteric Creature Generator; Adventure's Dark & Deep Gamemaster's Toolkit; Swords & Wizardry Whitebox; XRP Malevolent & Benign; Kellri's AD&D Old School Spell Reference; AEG Toolbox; Gamm World 1st ed; Empire of the Petal Throne; Stars Without Number (how am I going to staple that one?!?!); etc. etc.

I'll probably start collecting digest sized adventures next as well, such as The Temple of the Toad, The Dreadful Island, Gabor Lux's output, Castle of the Mad Archmage, and so forth, so as to have a nice, deep selection of pregenerated adventure fodder.

The goal of all this silliness is to have all of my reference material in handy, portable digest-sized format, not only for dungeonmastering but also for quick, convenient reference while writing or working on dungeons. The idea that one "griefcase" could contain a wide, deep library of gaming material is one that appeals to me.

Monday, May 17, 2010

Awesome Sci-Fi OD&D Supplement - Terminal Space!


The Polish gentleman necro_cyber dropped me a line to let me know that his science fiction/science fantasy supplement for OD&D, Terminal Space, was available for download (the sidebar-widget pdf thing on the right-hand side).

Just a quick first-impression review. It unabashedly proclaims itself a "...supplement for Dungeons & Dragon Original Edition."; it contains lots of genuinely cool/good original art (Spaceman vs. Beholders!); it was originally in Polish, the translation is charmingly clunky but completely clear; it has a d% Deep Space Encounter Table!; solar system, Moon! and planet generation tables; spacecraft rules; pilot, technician and scientist character class; tables for the pilot%, repair% and science% skills for OD&D classes!; a tech level Ability Score!; and a bunch of other wacky, sci-fi OD&D goodness.

I will definitely be printing this out in digest-format and using it in my campaign, and I strongly recommend this to those of like (weird/sci-fi/sci-fantasy) interests!